Advanced Real-Time Reflectance, Part 1 (GDC 2004)
Recent advances in graphics hardware and APIs are enabling game developers to use increasingly general reflectance models in their games. However, physics and computer graphics research has generated a large body of knowledge about material reflectance which has not yet been leveraged by game developers.
Run time 53:01Audio/Visual sound, colorLanguage English
This talk starts with the basic physics of reflectance, and continues to explain the deficiencies of the most commonly-used model (Blinn- Phong).The presentation covers various reflectance models used in the computer graphics literature (such as Cook-Torrance, Ashikhmin-Shirley,Ward, La Fortune and others).
Practical implementation methods for these reflectance models on modern programmable hardware are used to realistically render several real-world materials. The presentation concludes by discussing the integratation of these models into the game development pipeline.
This is the first part of a two-part lecture.
Speakers: Daniel Baker, Naty Hoffman